Filmworksfx-DFL Delivers an Affordably High-End Finish For Splinter
To make it viable for Splinter, Filmworksfx-DFL boiled down the DI system to a shortlist of muscular desktop hardware and software tools. In the software contingent were Apple Final Cut Pro for creative editorial; Assimilate Scratch for DI coloring, management and effects; Rising Sun Research for pipeline color calibration; and Adobe After Effects for added effects and cleanup work. The critical hardware elements included Globalstor Data Extreme Stor for heavy-duty storage and tuned throughput needs, NVIDIA for graphics and real-time playback, and Gretag MacBeth solutions for hardware color-calibration.
Scanning was performed on an Imagica XE Advance scanner at 2048 by 1280, allowing a conform to a Super 16mm 1:66 aspect ratio, although the film was framed at 1:85. The actual scans were DPX format with timecode embedded into the header (Scratch uses the embedded metadata to conform the film). All scans were match-named to the cut numbers on the EDL and, with Splinter containing a total of 1800 cuts, it was important that a naming scheme be developed that would make it easy to find any cut from videotape to lab reel. The scanning for Splinter took about three weeks to complete, and the scan operator stored scans in directories that were named after the tape reels that each scan came from.
Once the footage was conformed, Locsmandi used a text-editable config file to create a custom setting for the desired 1.66:1 aspect ratio. Also helpful was a tray feature – colorists might call this a “still store” – that held reference clips and stills for color matching. An entire offline copy of Splinter was put in the tray to confirm the DI edit.
A monitor profile was created using an Eye-One Display 2 by Gretag Macbeth. First, a profile was generated using a high-end Dell 24-inch LCD monitor. Using the Cinecube tool in RSR’s Cinespace application, that profile was married to the print profile provided by RSR to create a 3D LUT for Scratch. The black levels on the LCD were unsatisfactory, so another profile and LUT were generated using a Sony Trinitron CRT.
A few sample shots were color-graded out of Scratch using the RSR LUT and printed to 35mm. Screened at the Filmworksfx-DFL DI theater, they exhibited fine grain and were a spot-on color match to the RSR calibrated monitor. Even though the primary LUT was designed for Fuji print stock, a test print for Kodak stock was also performed. Results were telling. While projected 35mm Fuji stock was identical in color and contrast to the DI calibration, Kodak stock was a near twin to the Fuji original in terms of color and quality – although with slightly more contrast (and, hence, grain). Either would have been acceptable. Since the film originated on Super 16 and grain was an issue, the team stuck with Fuji stock. (Clean-up on the Super 16 elements was handled by Tinderbox plug-ins, including Furnace Remove Dirt, as well as After Effects.)
A Globalstor ExtremeStor unit loaded with 6 TB of intensive Hitachi Deskstar SATA2 raid storage, along with the NVIDIA Quadro FX 4500 card for HD-SDI output, were mission-critical components of the hardware solution. “With Scratch we did full color-correction at 2K data rates without rendering, and played through to HD-SDI on the card itself,” explains Locsmandi. “So an HD master could be generated directly from the 2K DI conform.”
A minor issue arose when the film LUT would not zero out blacks for HD output. RSR adjusted the film profile so that the blacks would reach zero on the scopes. Color-correction remained untouched – getting correct HD output was a matter of simply switching from the film LUT to the HD LUT. Without RSR’s tweak, an entire second color-correction process would have been necessary.
Traditional colorists at Filmworks seemed to be less at ease with Scratch’s secondary color-correction tools – scaffolds and shapes. A scaffold offers customizable shapes via rotoscope masks for manipulating color in areas of an image (stock shapes are also included). Shapes were animated and occasionally tracked in ways quite familiar to visual-effects artists. Such techniques are very handy and were used repeatedly in Splinter to relight scenes and either reveal or obscure details. Revisions were easily made, remaining within the Construct to be timeline-swapped for convenient client viewing. Another useful option was the ability to add client notes directly on revisions.
But the peak feature by far was the result – a final DI finish that served the story, with a look and feel faithful to the filmmakers’ original vision. It was a 2K DI done at real-time client speed – and at a fraction of establishment DI costs.
Sections: Creativity Technology
Topics: Project/Case study
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This is very helpful. Thanks